Game device

ABSTRACT

A small screen which enables a player to easily grasp the situation of a game field as well as the positional relationship between the game objects is displayed on a game screen in a game device.  
     A game device which displays on a monitor screen a picture of a game being proceeded in a virtual space by a first object controlled by a player and a second object controlled by a computer comprises a supplementary screen forming means (S 210 ) for forming on the monitor screen a small screen showing the surrounding condition with the first object in the center, a distance calculating means (S 202 ) for calculating the distance between the first object and the second object in the virtual space, and a display magnification setting means (S 208 ) for setting the display magnification on the small screen in correspondence with the distance between the above objects.

BACKGROUND OF THE INVENTION

[0001] 1. Field of the Invention

[0002] The present invention generally relates to a game device. Moreparticularly, it relates to a game device loaded with a program for gameplay wherein an object simulating the likes of a car, for example, isplaced on a virtual space and a picture of such object moving inresponse to the operation from the player is displayed on the TV screen.

[0003] 2. Description of the Related Art

[0004] Pursuant to the advancement of computer technology, there is ademand for game devices with clearer and more realistic imagesregardless of such game device being for home use or business use.Generally, a game device comprises a game device body with a built-incomputer device for performing previously stored game programs, anoperation apparatus for providing to the computer device operationsignals which give such orders as to move the displayed object, adisplay for displaying images accompanying the game progress upon thegame program being performed with the computer device, and a sounddevice for generating sounds accompanying such game progress.

[0005] As one field of a game device with this type of structure, thereis a game device which deals with driving games (automobile racinggames).

[0006] Moreover, there is a game device which advances acompetition-type battle game by freely moving an object within thevirtual space pursuant to operation signals from the player.

[0007] In order to show the position of the enemy or the object operatedby the player in a virtual space as well as to enable the player toeasily grasp the surrounding situation thereof, this type of gamedisplays, on a game screen, a supplementary information screen such as asimplified map or a so-called radar screen which shows the arrangementof enemies, comrades, etc.

[0008] However, if a supplementary information screen showing thesurroundings of the object (“player's machine”) operated by the playerto a great distance is displayed by being overlaid on a screen, the widefield of a virtual space will be reduced and displayed. Thereby, sinceinformation of the player's machine and the surrounding informationthereof will be relatively displayed small, it is difficult to obtaindetailed information.

[0009] In consideration of the above points, if only the vicinity of theobject is displayed in order to provide detailed surroundingsupplementary information, there was a problem in that movement of theplayer's machine at fast speeds and the prediction of the game progressbecame difficult since it would be difficult to grasp the situation ofthe next progress (e.g., a situation such as an object controlled byanother player or a computer program (“opponent's machine”) comescharging toward the player's machine).

[0010] On the contrary, in such a game which progresses while a playeraims for the goal by advancing on the racecourse and performs anoffensive and defensive battle with the opponent's machine, the relativeposition of the player's machine and the opponent's machine should bemade such that it may be effectively grasped. Furthermore, the progressof the game thereafter should be made, for example, so that the playermay even easily grasp the racecourse when necessary.

[0011] Thereby, an object of the present invention is to provide a gamedevice which displays a supplementary screen for informing the detailedshape of the racecourse ahead on a game screen.

[0012] Another object of the present invention is to provide a gamedevice comprising a supplementary screen which displays the relativeposition of the player's machine and the opponent's machine such that itmay be easily grasped by the player.

[0013] Still another object of the present invention is to provide agame device which displays information relating to the opponent'smachine behind the player's machine.

SUMMARY OF THE INVENTION

[0014] In order to achieve the above objects, a game device of thepresent invention which displays on a monitor screen a picture of a gamebeing proceeded in a virtual space by a first object controlled by aplayer and a second object controlled by a computer or an opponent,comprises:

[0015] support screen forming means (S210) for forming in the monitorscreen a small screen displaying (or illustrating) information whichsupports the control of the first object;

[0016] display mode alteration distinguishing means (S206) fordistinguishing whether or not a condition falls under a prescribedcondition to alter the display scale for reduction and magnification(hereinafter referred to as the “display magnification”) of the smallscreen during the game progress in the virtual space; and

[0017] display magnification setting means (S208) for setting thedisplay magnification of the small screen pursuant to the distinctionresult of the distinguishing means.

[0018] The aforementioned prescribed condition is, for example, thedistance between the first object and the second object exceeding areference value.

[0019] The aforementioned prescribed condition is, for example, themoving speed of the first object exceeding a reference value.

[0020] The aforementioned prescribed condition is, for example, whetheror not the first object moves to a predetermined position in the virtualspace.

[0021] The aforementioned prescribed condition is, for example, whetheror not a predetermined event occurred in the virtual space.

[0022] A game device which displays on a monitor screen a picture of agame being proceeded in a virtual space by a first object controlled bya player and a second object controlled by a computer or an opponent,comprises:

[0023] support screen forming means (S210) for forming in the monitorscreen a small screen indicating surrounding conditions with the firstobject in the center;

[0024] distance calculating means (S202) for calculating the distancebetween the first object and the second object in the virtual space;

[0025] display magnification setting means (S208) for setting a displaymagnification in correspondence with the distance from a plurality ofpredetermined display magnifications regarding the small screen; and

[0026] hysteretic movement means (S208, FIG. 10) for performinghysteretic movement to the setting of the display magnification bydiffering the correspondence of the distance and the displaymagnification upon increasing or decreasing the display magnificationfrom the present value.

[0027] Preferably, the display magnification setting means, upon settingsaid display magnification, gradually moves the display magnificationfrom the present value to the display magnification to be set (FIG. 11).

[0028] For example, the small screen includes a course map and thedisplay magnification setting means sets the reduced scale of the coursemap according to the distance.

[0029] For example, a plurality of second objects exist and the distancecalculating means calculates each distance between the first object andplurality of second objects and outputs the shortest distance thereof(FIGS. 7 through 9).

[0030] According to the above structure, when the opponent's machine (oropponent's bike) which is the second object does not exist nearby, itwill be easy for the player to grasp the relative position relationshipbetween the player's machine (or player's bike) which is the firstobject and the opponent's bike since the display reduction (or displaymagnification) of the small screen is largely set. Furthermore, if anopponent's bike is not nearby, the display reduction of the small screenwill be set small thereby enabling the player to see the shape of theracecourse in a wide field. This is a preferable game supporting screenfor games that proceed races while engaging in battles. Moreover,frequent switching of the screen may be avoided.

[0031] A game device which displays on a monitor screen a picture of agame being proceeded in a virtual space by a first object controlled bya player and a second object controlled by a computer or an opponent,comprises:

[0032] distance calculating means (S306) for calculating the distancebetween the first object or a virtual camera and the second objectpositioned behind the first object within the virtual space; and

[0033] symbol forming means (S306) of rear objects for forming thesecond object into a symbol in a size in correspondence with thedistance so as to be displayed on the monitor screen.

[0034] According to the above structure, the player's attention may bedrawn to the opponent's machine (or opponent's bike) which is a secondobject approaching from the rear but not displayed on the screen duringthe game.

[0035] A game device which monitors with a virtual camera a picture of agame being proceeded in a virtual space by a first object controlled bya player and a second object controlled by a computer or an opponent anddisplays such picture on the screen of a monitor, comprises:

[0036] camera position switch ordering means (22) for issuing switchingorders to switch the position of the virtual camera to a first positionwhich shows the front of the first object from the position of suchobject or the vicinity thereof and to a second position which shows thefront of the first object from the rear of the first object; and

[0037] symbol displaying means (S406) for displaying a symbolrepresenting the second object on the monitor screen in correspondencewith the switching order to switch the position of the virtual camera tothe first position (S402) upon the second object existing behind thefirst object (S404).

[0038] A game device which monitors with a virtual camera a picture of agame being proceeded in a virtual space by a first object controlled bya player and a second object controlled by a computer or an opponent anddisplays such picture on the screen of a monitor, comprises:

[0039] camera position switch ordering means (22) for issuing switchingorders to switch the position of the virtual camera to a first positionwhich displays the front of the first object but not the back thereofand to a second position which shows the front of the first object fromthe rear of the first object; and

[0040] symbol displaying means (S406) for displaying on said monitorscreen a symbol representing the second object in correspondence withthe switching order to switch the position of the virtual camera to thefirst position (S402) upon the second object existing behind the firstobject (S404).

[0041] Preferably, the symbol displaying means includes:

[0042] distance calculating means (S406) for calculating the distancebetween the first object or the virtual camera and the second objectexisting behind the first object in the virtual space; and

[0043] symbol forming means (S406) for setting forth the size of thesymbol to be displayed on the monitor screen in correspondence with thedistance.

[0044] Preferably, the symbol creating means further sets forth thedisplay position of the symbol on the screen of the monitor incorrespondence with the position of the second object in the virtualspace.

[0045] According to the above structure, information regarding objectsin the rear which disappear from the game screen upon switching thecamera viewpoint may be adequately displayed in the game screen.

[0046] In the game device which displays on a monitor screen a pictureof a game being proceeded in a virtual space by a first objectcontrolled by a player and a second object controlled by a computer oran opponent, an image displaying method of a game device according tothe present invention comprises:

[0047] a small screen forming step (S210) for forming in the monitorscreen a small screen displaying the surrounding situation of the firstobject;

[0048] a distinguishing step (S206) for distinguishing whether or not acondition falls under a prescribed condition to magnify or reduce thedisplay of the small screen during the game progress in the virtualspace; and

[0049] a display altering step (S208) for altering the display of thesmall screen to be magnified or reduced upon falling under thecondition.

[0050] According to the above structure, the content to be displayed onthe small screen is, whether magnified or reduced, displayed in anadequate display magnification (or scale) in accordance with theprescribed conditions during the game progress. Thereby, the smallscreen having a small display area may be used as an overall display ora partial display to effectively show the necessary information.

[0051] Preferably, aforementioned prescribed condition is at least oneamong:

[0052] (a) the distance between the first object and the second objectexceeding a reference value;

[0053] (b) the moving speed of the first object exceeding a referencevalue;

[0054] (c) the first object moving to a predetermined position in thevirtual space; or

[0055] (d) whether or not a predetermined event occurred in the virtualspace.

[0056] Preferably, the display altering step further gradually magnifiesor reduces the outer frame of the field including the first objectdisplayed on the small screen without changing the overall size of thesmall screen by gradually changing the display magnification of thesmall screen.

[0057] Preferably, the small screen forming step further displays thefirst object and second object as symbols on a course map of a game, andthe display altering step further sets the reduced scale of the coursemap according to the distance between the first object and secondobject.

[0058] The information recording medium according to the presentinvention stores a program to make a computer function as the gamedevice mentioned above.

[0059] Furthermore, the information recording medium according to thepresent invention stores a program to make a computer perform theaforementioned image displaying method.

BRIEF DESCRIPTION OF THE DRAWINGS

[0060]FIG. 1 is a perspective view showing the outline of the gamedevice according to an embodiment of the present invention;

[0061]FIG. 2 is a plane view showing a portion of a motorcycle-typeoperating apparatus in the same embodiment;

[0062]FIG. 3 is a block diagram showing the game device of the sameembodiment;

[0063]FIG. 4 is an explanatory diagram showing an example of a screendisplay when the distance between the player's bike and the enemy bikeis long;

[0064]FIG. 5 is an explanatory diagram showing an example of a screendisplay when the distance between the player's bike and the enemy bikeis mid range;

[0065]FIG. 6 is an explanatory diagram showing an example of a screendisplay when the distance between the player's bike and the enemy bikeis short;

[0066]FIG. 7 is an explanatory diagram showing a display example of aradar screen 65 in the long distance mode;

[0067]FIG. 8 is an explanatory diagram showing a display example of aradar screen 65 in the mid distance mode;

[0068]FIG. 9 is an explanatory diagram showing a display example of aradar screen 65 in the short distance (approach) mode;

[0069]FIG. 10 is an explanatory diagram explaining the design uponswitching the display magnification (enlargement, reduction) of theradar screen according to the distance between the player's bike and theenemy bike;

[0070]FIG. 11 is an explanatory diagram explaining an example of thedisplay being shifted naturally by gradually changing the displaymagnification upon switching the display of the radar screen;

[0071]FIG. 12 is a flowchart explaining the algorithm of forming thedisplay image;

[0072]FIG. 13 is an explanatory diagram showing an example of acheckmark being displayed which informs the player that an enemy bike isapproaching in the rear of the screen;

[0073]FIG. 14 is an explanatory diagram showing an example of acheckmark being displayed which informs the player that an enemy bike isapproaching in the rear of the screen, wherein the enemy bike is closerto the player's bike compared to FIG. 13;

[0074]FIG. 15 is a flowchart explaining the algorithm which displays thecheckmark in the rear of the screen;

[0075]FIG. 16 is an explanatory diagram explaining the relationshipbetween the position of the virtual camera and the enemy bike in therear;

[0076]FIG. 17 is a flowchart explaining other algorithms which displayrear checkmarks on the screen; and

[0077]FIG. 18 is an explanatory diagram explaining an example of anotherobject.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0078] Embodiments of the present invention are hereinafter explainedwith reference to the drawings. FIG. 1 is a perspective diagram showingan example of an embodiment of the game device for driving gamesaccording to the present invention. FIG. 2 is a plane view of the handleof the operating apparatus in the style of a motorcycle.

[0079] The game device 1 which employs an embodiment of the presentinvention is structured of, as shown in the diagram, an operatingapparatus 2 resembling a shape of a motorcycle (“motorcycle-typeoperating apparatus”) which mainly forms operation signals and alsoperforms kick back motions, and a game machine main body 3 provided atthe front side of this motorcycle-type operating apparatus 2. This gamemachine main body 3 is structured of a cage body 5 which is arectangular parallelepiped of a prescribed size, a display 6 which isprovided on one face of this cage body 5, a speaker 7 which composes aportion of the sound device provided inside this cage body 5, amotherboard 8 which is loaded with sound/game processing circuitsprovided inside this cage body 5, and other devices such as the powersupply device not shown.

[0080] The display 6 of the game machine main body 3 is placed at thefront side of the motorcycle-type operating apparatus 2. This display 6is placed at the portion of the cage body 5 in a position such that theplayer may easily see such display upon riding the motorcycle-typeoperating apparatus 2.

[0081] The game processing portion within the sound/game processingcircuit loaded on the motherboard 8 has a built-in computer device forperforming previously stored game programs. The display 5 displaysimages accompanying the game progress according to game programs beingperformed in the game processing circuit. The sound device is composedof a speaker 7 and a sound circuit portion among the sound/gameprocessing circuit, and generates sound signals accompanying the gameprogress in the game processing portion then generates sound byamplifying such signals at the sound circuit portion and providing thesame to the speakers 7, 7.

[0082] The motorcycle-type operating apparatus 2 is electricallyconnected via the game machine main body 3 and cables not shown, and iscapable of providing to the game machine main body 3 operation signalsfor moving the characters to be expressed in the game, and is furthercapable of receiving kick back driving signals and the like from thegame machine main body 3.

[0083] This motorcycle-type operating apparatus 2 is basically composedof a base 10, a dummy body 13 of a motorcycle supported via supportingrods 11 and 12 on this base 10, various operation input devices, a kickback mechanism, and various lamps.

[0084] This dummy body 13 is structured to resemble the outer appearanceof a motorcycle and comprises such shapes as a handle 14, a gas tank 15,a seat 16, a step 17, and an exhaust pipe 18. Moreover, although thedummy body 13 is normally maintained in the upright position, it canlean to the right and left (in the directions of arrows R and L) uponthe player getting on the seat 16.

[0085] Near the right-hand tip of the handle 14 are provided a throttlegrip 19 and a brake lever 20, and near the left-hand tip of the handle14 is provided a punch or kick button (collectively “kick button”) 21.Furthermore, at the center portion of the handle 14 is provided a startbutton or a view change button (collectively “view change button”) 22.An operating board 23 is provided at the side of the supporting rod 11located at the front side of the dummy body 13 and the preparation forstarting a game is completed upon inserting coins in the coin slot (notshown) of the operating board 23.

[0086] A sensor for detecting the movement angle of the supporting rods11 and 12 upon leaning the dummy body 13 in directions of arrows R and Lis provided inside the base 10. The respective operation amounts of thethrottle 19, the brake lever 20, and the supporting rods 11 and 12 maybe output as operation-amount signals by a sensor. Moreover, the kickbutton 21 and the view change button 22 may be output as on-off signalsby a switch. These signals are supplied to the game machine main body 3.The throttle grip 19 outputs acceleration/deceleration operationsignals, the brake lever 20 outputs deceleration/stop signals, the kickbutton 21 outputs signals for punching and kicking, and the view changebutton 22 outputs signals for switching the viewpoint. Furthermore, themotorcycle-type operating apparatus 2 is able to generate instructionsignals of turning rightward by leaning the dummy body 13 in thedirection of arrow R in the diagram, and instruction signals of turningleftward by leaning the dummy body 13 in the direction of arrow L in thediagram.

[0087] The dummy body 13 of the motorcycle-type operating apparatus 2 iskicked back by the kick back mechanism not shown. This kick backmechanism is a mechanism which performs kick back motions by drivesignals from the game processing circuit.

[0088]FIG. 3 is a block diagram showing an example of one structure of agame processing circuit of a game device according to the presentinvention. This game device 1 comprises, as its basic elements, amotherboard 8 loaded with an audio/game processing circuit 30, amotorcycle-type operating apparatus 2 structured of an input device 31and provided with an output device 32, a display 6, and a speaker 7.

[0089] An operation detection sensor for the throttle grip 19, operationdetection sensor for the brake lever 20, switch for the kick button 21and switch for the view change button 22 of the motorcycle-typeoperating apparatus 2 are respectively connected to the input/outputinterface 106 of the audio/game processing circuit 30. An output device32 is connected to this input/output interface 106 of the audio/gameprocessing circuit 30. This output device 32 has the kick back mechanismand various lamps. Although the display 6 used in the above embodimentwas structured of a television receiver which displays images of drivinggames, a projector may be used in place of this television receiver asthe display 6. The view change button 22 works as an actuator of aswitch that changes the viewpoint of the virtual camera which displaysthe game field on the monitor. By operating this switch, for example,the viewpoint of the rider sitting on the seat 16 of the dummy body 13or the viewpoint near the rider and the objective viewpoint viewing theplayers bike from a rear quarter are provided to the player.

[0090] The game processing portion within the audio/game processingcircuit 30 has a CPU (central processing unit) 101 and is structured ofa ROM 102, a RAM 103, a sound device 104, an input/output interface 106,a scroll data operation device 107, a co-processor (supplementaryoperation processing device) 108, a landform data ROM 109, a geometrizer110, a landform data ROM 111, a drawing device 112, a texture data ROM113, a texture map RAM 114, a frame buffer 115, an image synthesizingdevice 116, and a D/A converter 117. The audio circuit portion isstructured of a power amplifying circuit (AMP) which power amplifiesaudio signals from the sound device 104.

[0091] The CPU 101 is connected to the ROM 102 which stores prescribedprograms, the RAM 103 which stores data, the sound device 104, theinput/output interface 106, the scroll data operation device 107, theco-processor 108, and the geometrizer 110 via bus lines. The RAM 103functions for the buffer, and performs write-in of various commands tothe geometrizer (e.g., display of objects) and write-in of matrices uponconversion matrix operations (e.g., scaling of clouds of dust to beexplained later).

[0092] The input/output interface 106 is connected to the input device11 and output device 12, which enables the operation signals from thehandle of the input device 11 to be read in by the CPU 101 as digitalamounts and the signals generated by the likes of CPU 101 to be outputto the output device 32. The output of the sound device 104 is connectedto the speaker 7 via the power amplification circuit (AMP) 105 and theaudio signals generated by the sound device 104 are power amplified andthen provided to the speaker 7.

[0093] In the example of the present embodiment, the CPU 101 reads inoperation signals from the motorcycle-type operating apparatus 2 and,landform data from the landform data ROM 109 or landform data from thelandform data ROM 111 (“objects such as the player's bike and enemybike” and “three-dimensional data such as “backgrounds of roads,landforms, skies, spectators, buildings, etc.”) performs at least adetermination of the contact (collision) between the landform and thebike, semitransparent processing of scroll screens, determiningprocessing of lock-on, action calculation (simulation) of cars uponcollision determination between cars, transformation processing ofshapes of objects, and path calculation of clouds of smoke as specialeffects.

[0094] Image processing of the motorcycle is for simulating the movementof motorcycles in the virtual space according to operation signals fromthe motorcycle-type operating apparatus 2, and after the coordinatevalues in the three-dimensional space are decided, a conversion matrixfor converting such coordinate values to a viewpoint coordinate systemand landform data (e.g., player's machine, opponent machines, landforms)are designated to the geometrizer 110. The landform data ROM 109 isconnected to the co-processor 108. Therefore, predetermined landformdata is provided to the co-processor (and the CPU 101). The co-processor108 is mainly for determining the contact between the landform andmotorcycle, and mainly undertakes the operation of floating decimalpoints upon such determination or action calculation of motorcycles. Asa result, since the contact determination between the motorcycle andlandform is implemented by the co-processor 108 and the result ofdetermination is provided to the CPU 101, the calculation load of theCPU is reduced and, thus, the implementation of this contactdetermination is sped up.

[0095] The geometrizer 110 is connected to the shape data ROM 111 andthe drawing device 112. Shape data of polygons (three-dimensional datasuch as motorcycles, landforms and backgrounds made from each of theapexes) is previously stored in the shape data ROM 111, and this shapedata is provided to the geometrizer 110. The geometrizer 110 obtainsdata by perspectively converting shape data designated by the conversionmatrix sent from the CPU 101 and converting the coordinate system to aview coordinate system in the three-dimensional space.

[0096] The drawing device 112 attaches texture to the shape data of theconverted view coordinate system and outputs the same to the framebuffer 115. In order to attach this texture, the drawing device 112 isconnected to the texture data ROM 113 and texture map RAM 114 as well asto the frame buffer 115. Moreover, polygon data is a group of data ofrelative or absolute coordinates of each of the apexes of a polygon(polygon: mainly triangles or quadrilaterals) made from a gathering of aplurality of apexes. Polygon data which is set in a relatively roughmanner and sufficient for performing the contact determination of themotorcycle and landform is stored in the landform data ROM 109. On theother hand, polygon data which is set in a precise manner relating tothe shape structuring the screen of motorcycles and backgrounds isstored in the shape data ROM 111.

[0097] The scroll data operation device 107 is for operating data ofscroll screens of characters and symbols, and data of this scroll dataoperation device 107 and image data of the frame buffer 115 aresynthesized at the image synthesizing device 116. Synthesized image datais converted to video signals at the D/A converter 117 and supplied tothe display 6. By this, polygon screens (simulation effect) ofmotorcycles and landforms (backgrounds) temporarily stored in the framebuffer 115 and scroll screens of two-dimensional information whichexpress characters of speed values and lap times and figures such as thecourse map and symbols two dimensionally are synthesized in accordancewith the designated priority, and final frame image data is generatedthereby. A synchronized signal is added to this image data, andthereafter becomes a video signal by being converted into an analogsignal by the D/A converter 117. This video signal is supplied to thedisplay 6 and an image of a driving game is displayed on the screen inreal time.

[0098]FIGS. 4 through 6 show examples to be displayed on the game screen60 of the television monitor 6 of the above-mentioned driving gamemachine device.

[0099] In each of the drawings, the screen 60 is composed bysynthesizing a two-dimensional image formed by the viewpoint from thevirtual camera placed at the upper rear of the player character 51placed in the virtual three-dimensional space and the image of thesupporting information. The player character 51 is controlled by theplayer operating the motorcycle operation apparatus 2. Supportinginformation supports mainly the game play of the player by providinginformation relating to the game. As supporting information of games,for example, a lap time 62 of one lap of the course is displayed on theupper left of the screen, remaining seconds (time) 63 is displayed onthe upper center of the screen, and the present rank 64 of the player isdisplayed on the upper right of the screen by image synthesis,respectively. Moreover, as supporting information, a radar 65 screenwhich is a small screen (supplementary screen) showing the shape of therace course and the positional relationship of the player's bike and theenemy bike (other bikes) thereof are displayed on the middle left of thescreen, a turbo meter 67 (semitransparent processing) showing theworkings of the turbo of the engine is displayed on the lower left ofthe screen, and a speedometer 66 (semitransparent processing) showingthe speed of the player's bike is displayed on the lower right of thescreen. The supporting information may be formed by the aforementionedscroll screen. Furthermore, preferably, the supporting information isdisplayed in a semitransparent manner such that the game screen behindsuch supporting information may be seen.

[0100]FIG. 4 shows a picture of the player's bike 52 operated by theplayer chasing the enemy (enemy bike) 61. The shortest distance dbetween the player's bike 52 and the enemy bike 61 is, for example, 1000m, and shows that the bikes are far apart. Here, the displaymagnification of the radar screen 65 shows circumstances of a wide areaand is displayed relatively with a low magnification m1 (long distancemode). The enlarged radar screen 65 is shown in FIG. 7. The radar screen65 is displaying an enemy bike 61, player's bike 52, and walls of thecourse. Other than this, although not shown, checkpoints and charactersexpressing other players during the competition mode may be displayed.This display usually displays the character of the player's bike in thecenter and a prescribed area of front, back, left and right thereof. Thecircumstances of the game progress, for example, when it is necessary toforesee the position (or distribution) of enemy bikes and especially thecourse itself, it is possible to display the player's bike off-center ofthe screen in an adequate manner. The prescribed distance range with theplayer's bike in the center is shown by a distance marker of a pluralityof concentric circles.

[0101]FIG. 5 shows a picture of the player's bike 52 operated by theplayer chasing the enemy bike 61. The shortest distance between theplayer's bike and the enemy bike is, for example, 300 m. The player'sbike is much closer to the enemy bike in comparison with FIG. 4. Here,the display magnification of the radar screen 65 is set to anintermediate display magnification m2 (mid distance mode) for confirmingthe course shape and showing the relative position of the enemy bike.This is shown in FIG. 8. Moreover, portions of FIG. 8 that correspond toFIG. 7 have the same reference numerals and the descriptions thereofhave been omitted.

[0102]FIG. 6 shows a picture of the player's bike 52 operated by theplayer chasing the enemy bike 61. The shortest distance between theplayer's bike 52 and the enemy bike 62 is 50 m, and the player's bike 52is even closer to the enemy bike 61. Here, pursuant to game rules, theplayer's bike 52 may be attacked by the enemy bike 62. Furthermore, thedisplay magnification of the radar screen 65 is set to a relatively highdisplay magnification m3 (short distance mode) in order to make thejudgment of the relative positions of the player's bike 52 and enemybike 61 or the degree of danger impending on the player's bike easier.This is shown in FIG. 9. Moreover, portions of FIG. 9 that correspond toFIG. 7 have the same reference numerals.

[0103] In the scene on the screen 60 of FIG. 6, the enemy bike 61 isapproaching the rear of the player's bike. Although this enemy bike 61is not shown on the screen 60 since it is still out of view of thevirtual camera, since it came into the radar display range (field), theenemy bike 61 is displayed at the rear left of the player's bike on theradar screen 65 (see FIG. 9).

[0104]FIG. 10 is an explanatory diagram explaining the hystereticmovement upon switching the display magnification of the radar screen tobe set in accordance with the shortest distance between the player'sbike and the enemy bike.

[0105] In the illustrated example, for example, the display mode of theradar screen is set to the three modes corresponding to the mutualdistance between the player's bike and the enemy bike, namely, approachmode 1, mid distance mode 2, and long distance mode 3. The displaymagnification of enlargement/reduction is set to m3 during the approachmode 1, m2 during the mid distance mode and m1 (m3>m2>m1) during thelong distance mode.

[0106] Then, when the estranged distance between the player's bike andthe enemy bike exceeds a reference a, the approach mode 1 transfers tothe mid distance mode 2 at a point wherein the standard a is furtherexceeded by a predetermined value (e.g., a value 110% of the referencevalue a). Furthermore, when the estranged distance exceeds a reference bduring the mid distance mode 2, the mid distance mode 2 transfers to thelong distance mode 3 at a point wherein the reference value b is furtherexceeded by a predetermined value (e.g., a value 110% of the referencevalue b). On the contrary, when the estranged distance between theplayer's bike and the enemy bike decreases beyond a reference value b inthe long distance mode 3, the long distance mode 3 transfers to the middistance mode 2 at a point wherein the reference value b is furtherdecreased by a predetermined value (e.g., a value 90% of the referencevalue b). Furthermore, when the estranged distance decreases beyond areference value a in the mid distance mode 2, the mid distance mode 2transfers to the approach mode 1 at a point wherein the reference valuea is further decreased by a predetermined value (e.g., a value 90% ofthe reference value a).

[0107] Accordingly by shifting the threshold value of the display modebetween the increasing tendency and the decreasing tendency of theestranged distance, it is possible to avoid a difficult-to-see screenupon the frequent mode switching of the radar screen which occurs whenthe estranged distance sways in the vicinity of the threshold value.Whether the estranged distance has an increasing tendency or adecreasing tendency may be determined by comparing the estrangeddistance which was previously calculated and the estranged distancewhich was presently calculated.

[0108]FIG. 11 is an explanatory diagram explaining an example showingthe natural transfer of the display mode which continuously changes thedisplay magnification of the radar screen from one value to another uponswitching between the mutual display modes of the display screen.

[0109] For example, when the current display mode is the approach mode 1and a mode change to a mid distance mode due to the decrease of theestranged distance is determined, the display magnification m3 isgradually reduced from time t1 and, when it becomes a prescribed displaymagnification m2 during time t2, stops the decrease of the displaymagnification. On the contrary, when the current display mode is the middistance mode 2 and the change to an approach mode is determined, thedisplay magnification m2 is gradually increased from time t1 and, whenit becomes a prescribed display magnification m3 during time t2, stopsthe increase of the display magnification.

[0110]FIG. 12 is a flowchart explaining the control algorithm of displaymagnification switching of the radar screen.

[0111] Foremost, by setting the display magnification in correspondencewith the present display mode of the radar screen to the internalcondition register, the CPU 101 makes the radar screen forming routine(not shown) display the surrounding situation of the player's bike withthe scope of a course map corresponding to the display magnification.The CPU 101 distinguishes whether or not the radar screen is to bedisplayed at the condition branch of the radar image formation duringthe main control program not shown, and implements the control algorithmof the illustrated flowchart.

[0112] The CPU 101 calculates the distance between the player's bike andeach of the plurality of enemy bikes respectively in the virtualthree-dimensional game space. The shortest distance among the pluralityof distances is abstracted (S202). The current display mode of the radarscreen is read out from the inner condition register (S204). Thiscondition register has indispensable parameters for the game progress,and the parameter includes the current display mode of the radar screen.The switching of the display mode of the radar screen is determined bythe mutual distance between the player's bike and the enemy bike, andthe current mode (S206). When the display mode is not switched (S206;No), the radar image is formed with the current enlargement ratio(S210).

[0113] When switching the display mode (S206; Yes), the displaymagnification of the radar screen in the video frame is calculated(S208). Upon switching the display mode, it is preferable to perform thehysteretic movement as explained with reference to FIG. 10. Thecalculation of the display magnification, for example, is storedpreviously in the memory as in the table of FIG. 10 which sets forth thescreen display magnification D(=f(d)) by the current display mode(approach mode 1, mid distance mode 2, long distance mode 3) and thedistance d between the player's bike and the nearest enemy bike, and isreferred to by such distance d. The above table is introduced into thememory upon reading in data of application software provided by theCD-ROM.

[0114] Upon changing the display magnification, it is desirable thatsuch display magnification is slowly changed as shown in FIG. 11. Anexample of such display magnification is explained below.

[0115] When the enlargement ratio of the current radar screen of acertain frame image is set to Wo, the enlargement ratio of the mode ofthe place of transfer is set to W′, and the degree of enlargement is setto a transfer promotion ratio α (e.g., 0.05), the radar enlargementratio W of the next frame is expressed by W=Wo+α (W′−Wo). Similarly, thereduction ratio is expressed by W=Wo−α (Wo−W′). Either this enlargementratio or reduction ratio is set as the display magnification of theframe (S208).

[0116] The radar image is formed by using this display magnification asthe parameter for forming images (S210). This is altered incorrespondence with the display magnification in which the display scopeof the course map to be displayed on the small screen is set.

[0117] Moreover, as shown with the two point chain line in FIG. 10, asimilar effect may be expected by making the display mode switching zonein the characteristic of the function D=f(d) of the displaymagnification into a slope characteristic.

[0118] After the image is formed, it returns to the main program. Theformed radar image is synthesized with the camera image and is displayedon the monitor screen 6. This processing is repeated in the frame cycleof the video signal.

[0119] In this embodiment, although the distance between the player'sbike and the enemy bike (parameter of the distance between the bikes) isthe opportunity of display switching of the radar screen (small screen),it is not limited thereto. For example, the display magnification of theradar screen may be switched by the speed of the player's bike (speedparameter). Normally when cruising at a fast speed, it is necessary toknow the condition of the course ahead.

[0120] Furthermore, the display magnification of the radar screen may beswitched in accordance with the condition (characteristic parameter ofthe course) of the course (map) which the player's bike enters into. Forexample, upon nearing a curve which is difficult for the player's biketo corner and the distance between the player's bike and the entrance ofsuch curve reaches a prescribed distance, the entire shape of the curvefrom the entrance to the exit is informed to the player by showing theexistence of the curve ahead of time with the radar screen displaying awide area to the player. In addition, upon the player's bike approachinga curve, a radar screen which has been expanded relatively anddisplaying a small area is used to inform the detailed shape of thecurve to the player.

[0121] Furthermore, if an event occurs at a position not displayed onthe game screen during the game progress, for example, the displayreduction of the small screen may be changed pursuant to the distancebetween the place of such event and the position of the player's bike inorder for the player to easily grasp the relationship between the placewhere such event occurred and the player's bike.

[0122] Moreover, conditions to switch the display magnification of theradar screen and the like may be combined thereto.

[0123] Other embodiments of the present invention are now explained withreference to FIGS. 13 through 16.

[0124] In the example shown in FIGS. 13 and 14, the enemy bikeapproaching the rear of the player 51 is displayed with a “cross-shaped”checkmark 68 at the bottom of the screen 60 as a symbol expressing theenemy bike. Although the estranged distance between the player's bikeand the enemy bike in the radar screen 65 of each of the diagrams isshown, the checkmark 68 which is a symbol expressing the enemy bike isset to a size in accordance with the distance from the player 51. Inother words, when the player's bike and the enemy bike are apart, theouter shape of the mark 68 is small, and when the bikes approach eachother, the outer shape of the mark 68 is displayed large. Moreover, thedisplay position of the checkmark 68 in the horizontal direction of thescreen 60 is displayed in accordance with the position in the lengthwisedirection of the racecourse within the virtual space. The checkmark 68is displayed in a semitransparent manner such that it will enable theplayer to see the rear thereof and, therefore, not being an obstructionin itself. Furthermore, it rotates in the clockwise direction andarouses attention in the rear direction of the player. This checkmarkfunctions as the rear radar displaying the conditions in the rear. Therotation speed of the checkmark may be set in accordance with theapproaching level of the rear enemy bike or the dangerousness level ofthe enemy. The checkmark 68 may be shaped as a polygon such as atriangle or quadrilateral, a vehicle, a face of a character or othervarious shapes and may be designed in accordance with the types of bikesand enemies approaching from the rear.

[0125]FIG. 15 shows the display algorithm of the rear checkmark. In themain program not shown, a plurality of vehicles are running on theracecourse and, when the virtual camera is following from the rearposition (e.g., objective view) of the player, the CPU 101 performs theroutine shown in FIG. 15.

[0126] As shown with the dotted lines in FIG. 16, it is determinedwhether an enemy bike 61 positioned behind the player's bike 52 iswithin the screen (view) captured by the virtual camera (S302). If theenemy bike 61 is already shown on the screen 60, it is not necessary todisplay a rear checkmark 68 since the enemy bike 61 may be seen as animage. The display routine of the rear checkmark is finished thereby(S302; Yes).

[0127] If the enemy bike 61 behind the player's bike 52 is not shown onthe screen (S302; No), it is determined whether the enemy bike 61 existswithin a prescribed distance range from the virtual camera of theplayer's bike 52. A prescribed distance is, for example, lf[m] (e.g., 50m) in front of the camera and lb[m] (e.g., 100 m) behind the camera(S304). If the enemy bike 61 does not exist within the prescribeddistance (S304; No), the present routine is finished because there is noreason to display the rear checkmark.

[0128] If the enemy bike 61 exists within the prescribed distance (S304;Yes), the distance d2 in the virtual space between the player's bike 52and the enemy bike 61 in the rear is calculated. Moreover, this distancemay also be calculated in terms of the distance between the position ofthe virtual camera and the enemy bike 61 in the rear. The estrangeddistance d2 between each of the plurality of enemy bikes existing withinthe prescribed distance is calculated. Checkmarks 68 are provided foreach of the enemy bikes 61 and the size of each of the checkmarks 68 isset forth in correspondence with the estranged distance d2. Thischeckmark rotates in a prescribed angle. Furthermore, the displayposition of the leftward and rightward directions of the screen(horizontal direction) of each checkmark 68 is set forth incorrespondence with the position in the lengthwise direction of thepertinent enemy bike 61. Each of the checkmarks 68 formed in this way issynthesized with the background image by the image synthesizing device116 (S306). Thereafter, it returns to the main program.

[0129] Such processing shall be performed for each frame whereby therespective size and display position corresponding to the distance andposition of the player's bike 52 and enemy 61 are set, and an imagewherein a rotating checkmark 68 is added thereto is displayed.

[0130] Normally, in a system wherein the game is proceeded by the playeroperating the object placed in this type of three-dimensional virtualspace, a game is advanced by displaying an image seen from a virtualcamera within such three-dimensional space on the screen of a displaydevice. In order to make the game easier for the player to play, many ofthe games have an additional function of changing the position of thevirtual camera and displaying the image thereof on a display screen. Itis possible to provide the player with an image from the positionselected by the player. For example, a rider viewpoint as the firstviewpoint position and the objective viewpoint as the second viewpointposition. It goes without saying that it is possible to place a virtualcamera at a third viewpoint position or an arbitrary viewpoint positionto follow the movement or the like of vehicles.

[0131] Generally, the position of the virtual camera which makes thegame operation easier for the player is the objective viewpoint positionwherein the camera is positioned at a position slightly behind theplayer's bike 52. In such case, the player's bike 52 in its entirety andthe surrounding conditions thereof are displayed on the display device,that is, the screen 60 of the monitor 6. On the contrary, when desiringa more realistic game, a rider viewpoint position wherein the virtualcamera is set at the eye level of the player character 51 in the virtualspace is preferred. In the case of such rider viewpoint position,basically, the frontward direction of the player's bike 52 can only beseen by the camera, and the player is unable to know the situationbehind the player's bike 52 with the game screen 60. Particularly, in agame wherein the player may be attacked by the enemy bike 61 appearingfrom the rear as mentioned above, the player will be attacked frombehind which is not shown on the display screen and, therefore, isextremely disadvantageous to the player. Thereby, it is desirable thatinformation regarding the approach of the enemy bike 61 from the rear isdisplayed. Moreover, in the case of an objective viewpoint, since thesurrounding of the player's bike 52 is displayed to a certain extent, itmay be better that such information is not displayed. Thus, the displayof the information in accordance with the selected camera viewpoint iscontrolled.

[0132]FIG. 17 shows the display algorithm of the rear checkmark 68 inconnection with the viewpoint switching in such situation.

[0133] When the viewpoint switching switch 22 is operated by the player,a viewpoint switching flag is set to the condition register not shownvia the input/output interface 106. When the position data of thevirtual camera is changed in the virtual space by this viewpointswitching switch, the parameter of the conversion matrix which performscoordinate conversion is renewed by a new data of the camera position.In other words, data of each object placed within the virtual space isconverted to a viewpoint coordinate system, of the view incorrespondence with the position after such change. Thereafter, it isconverted to a screen coordinate system by perspective transformation,rendering is performed, and the game screen 60 of the monitor 6 switchesto a screen in correspondence with the position and view vector of thenew virtual camera.

[0134] Furthermore, the switching of the viewpoint is not limited to theoperation of the viewpoint switching switch 22. For example, the CPU mayperform viewpoint switching in correspondence with an occurrence of aspecific event.

[0135] When the CPU determines to set the viewpoint switching flag inthe main program not shown, it implements the routine shown in FIG. 17.

[0136] Foremost, it is determined whether the viewpoint position of thevirtual camera designated by the view switching is a rider viewpoint oran objective viewpoint (S402). If the camera viewpoint is an objectiveviewpoint, since it is possible to show the enemy bike 61 in the rear toa certain extent on the game screen 60 (the enemy bike 61 existingbehind the player's bike 52 and within a certain range in the vicinityof such player's bike comes within the view range of the virtual camerapositioned in the upper rear of the player's bike 51 and is shown on thegame screen 60), the routine is finished without forming a rearcheckmark 68 (S402; objective viewpoint).

[0137] If it is a rider's viewpoint (S402; rider viewpoint), since therear of the player's bike 52 will not be shown on the game screen 60, itis determined whether an enemy bike exists within a prescribed distancefrom the rear of the player's bike 52 or such enemy bike exists within aprescribed range from the virtual camera (S404). If an enemy bike 61does not exist within a prescribed distance, within 150 m from the rearof the player's bike for example (S404; No), the present routine isfinished because it is not necessary to display the rear checkmark 68.

[0138] If an enemy bike exists within a prescribed distance (S404; Yes),the estranged distance d2 in the virtual space between the player's bike52 and the enemy bike 61 in the rear within such prescribed distance iscalculated. Furthermore, this distance may also be calculated as adistance between the position of the virtual camera and the enemy bike61 in the rear. The estranged distance d2 for each of the enemy bikes 61existing within the prescribed distance is calculated. The checkmarks 68are prepared for each of the enemy bikes 61 and the size of each of thecheckmarks 68 is set forth in correspondence with such distance. Thischeckmark 68 is rotated clockwise in a prescribed angle. Moreover, thedisplay position of the leftward and rightward direction of the screen(horizontal direction) of each checkmark 68 is set forth incorrespondence with a position in the lengthwise direction of theracecourse of each enemy 61, or a position in the leftward and rightwarddirection (coordinate x) in a viewpoint coordinate system. Each of thecheckmarks formed in this way is synthesized with the background imageby the image synthesizing device 116 (S406). Thereafter, the CPU 101returns to the main program.

[0139] Since steps S404 and S406 respectively correspond to steps S304and S306, selecting of the rider viewpoint at step S402 may betransferred to steps S302 and S304 in the program.

[0140] By performing such processing for each frame, a checkmarkexpressing the distance/position of the player's bike and enemy bike inthe rear is adequately displayed on the game screen upon progressing thegame in the rider viewpoint mode. Accordingly, the disadvantage duringthe rider viewpoint mode wherein the rear of the player's bike cannot beseen is diminished. However, the present invention is not limited to therider viewpoint mode. For example, it may also be a camera positionother than the rider viewpoint wherein the frontward direction of theplayer's bike may be seen but the rear thereof is not shown (ordifficult to show).

[0141] Furthermore, although it was explained in the above embodimentwherein the example of the object was a motorcycle, it is not limitedthereto. For example, as shown in FIG. 18 (A) and (B), it may be a robotP1 operated by the player and a robot P2 operated by a computer or anopponent. The aforementioned small screen (not shown) is displayed inthis screen. In addition, four-wheeled vehicles, tanks, battle planes,helicopters, motor boats, jet skis, skis, snowboards, sleds, humanbeings, animals and game characters or the like may be used as objects.

[0142] Although programs and data of the game device was provided by aROM in the Embodiments, it may also be of other information recordingmediums, such as an FDD, CD-ROM, DVD, HDD, and the like. Moreover,programs and data may also be downloaded via a communication net suchthe internet or other communication lines.

[0143] As explained above, according to the game device and the imagedisplaying method of a game device of the present invention, since asmall screen within the game screen which displays the surroundingcondition of the player's machine (or object) is displayed on themonitor screen with a display magnification or display scale inaccordance with the various conditions such as the distance between theplayer's machine and the enemy machine, it is preferable in that theplayer is able to grasp the course condition or the positionalrelationship with the other machines due to such small screen.

[0144] Furthermore, since the enemy machines in the rear which are notshown on the screen are displayed as rear checkmarks in the game screen,it is convenient upon playing the game in conditions wherein the rear ofthe player's machine is not shown on the screen due to changes etc. inthe camera viewpoint.

What is claimed is:
 1. A game device which displays on a monitor screena picture of a game being proceeded in a virtual space by a first objectcontrolled by a player and a second object controlled by a computer oran opponent, comprising: support screen forming means for forming insaid monitor screen a small screen displaying information which supportsthe control of said first object; display mode alteration distinguishingmeans for distinguishing whether or not a condition falls under aprescribed condition to alter the display magnification of said smallscreen during the game progress in said virtual space; and displaymagnification setting means for setting the display magnification ofsaid small screen pursuant to the distinction result of saiddistinguishing means.
 2. A game device according to claim 1, whereinsaid prescribed condition is the distance between said first object andsaid second object exceeding a reference value.
 3. A game deviceaccording to claim 1, wherein said prescribed condition is the movingspeed of said first object exceeding a reference value.
 4. A game deviceaccording to claim 1, wherein said prescribed condition is whether ornot said first object moves to a predetermined position in said virtualspace.
 5. A game device according to claim 1, wherein said prescribedcondition is whether or not a predetermined event occurred in saidvirtual space.
 6. A game device according to claim 1, wherein saiddisplay magnification setting means, upon setting said displaymagnification, gradually moves said display magnification from thepresent value to the display magnification to be set.
 7. A game deviceaccording to claim 2, wherein said small screen includes a course mapand said display magnification setting means sets the reduced scale ofsaid course map according to said distance.
 8. A game device whichdisplays on a monitor screen a picture of a game being proceeded in avirtual space by a first object controlled by a player and a secondobject controlled by a computer or an opponent, comprising: supportscreen forming means for forming in said monitor screen a small screenindicating surrounding conditions with said first object in the center;distance calculating means for calculating the distance between thefirst object and the second object in said virtual space; displaymagnification setting means for setting a display magnification incorrespondence with said distance from a plurality of predetermineddisplay magnifications regarding said small screen; and hystereticmovement means for performing hysteretic movement to the setting of saiddisplay magnification by differing the correspondence of said distanceand said display magnification upon increasing or decreasing saiddisplay magnification from the present value.
 9. A game device accordingto claim 8, wherein said display magnification setting means, uponsetting said display magnification, gradually moves said displaymagnification from the present value to the display magnification to beset.
 10. A game device according to claim 8, wherein said small screenincludes a course map and said display magnification setting means setsthe reduced scale of said course map according to said distance.
 11. Agame device according to claim 8, wherein a plurality of said secondobjects exist and said distance calculating means calculates eachdistance between said first object and said plurality of second objectsand outputs the shortest distance thereof.
 12. A game device whichdisplays on a monitor screen a picture of a game being proceeded in avirtual space by a first object controlled by a player and a secondobject controlled by a computer or an opponent, comprising: distancecalculating means for calculating the distance between the first objector a virtual camera and the second object positioned behind the firstobject within said virtual space; and symbol forming means of rearobjects for forming said second object into a symbol in a size incorrespondence with said distance so as to be displayed on said monitorscreen.
 13. A game device which monitors with a virtual camera a pictureof a game being proceeded in a virtual space by a first objectcontrolled by a player and a second object controlled by a computer oran opponent and displays such picture on the screen of a monitor,comprising: camera position switch ordering means for issuing switchingorders to switch the position of said virtual camera to a first positionwhich shows the front of said first object from the position of suchobject or the vicinity thereof and to a second position which shows saidfront of first object from the rear of said first object; and symboldisplaying means for displaying a symbol representing said second objecton said monitor screen in correspondence with the switching order toswitch the position of said virtual camera to said first position uponsaid second object existing behind said first object.
 14. A game devicewhich monitors with a virtual camera a picture of a game being proceededin a virtual space by a first object controlled by a player and a secondobject controlled by a computer or an opponent and displays such pictureon the screen of a monitor, comprising: camera position switch orderingmeans for issuing switching orders to switch the position of saidvirtual camera to a first position which displays the front of saidfirst object but not the back thereof and to a second position whichshows said front from the rear of said first object; and symboldisplaying means for displaying on said monitor screen a symbolrepresenting said second object in correspondence with the switchingorder to switch the position of said virtual camera to said firstposition upon said second object existing behind said first object. 15.A game device according to claim 14, wherein said symbol displayingmeans includes: distance calculating means for calculating the distancebetween said first object or said virtual camera and said second objectexisting behind said first object in said virtual space; and symbolcreating means for setting forth the size of the symbol to be displayedon said monitor screen in correspondence to said distance.
 16. A gamedevice according to claim 14, wherein said symbol creating means furthersets forth the display position of said symbol on the screen of saidmonitor in correspondence with the position of said second object insaid virtual space.
 17. An image displaying method of a game devicewhich displays on a monitor screen a picture of a game being proceededin a virtual space by a first object controlled by a player and a secondobject controlled by a computer or an opponent, comprises: a smallscreen forming step for forming in said monitor screen a small screendisplaying the surrounding situation of said first object; adistinguishing step for distinguishing whether or not a condition fallsunder a prescribed condition to magnify or reduce the display of saidsmall screen during the game progress in said virtual space; and adisplay altering step for altering the display of said small screen tobe magnified or reduced upon falling under said condition.
 18. An imagedisplaying method of a game device according to claim 17, wherein saidprescribed condition is at least one among: (a) the distance between thefirst object and the second object exceeding a reference value; (b) themoving speed of the first object exceeding a reference value; (c) thefirst object moving to a predetermined position in the virtual space; or(d) whether or not a predetermined event occurred in the virtual space.19. An image displaying method of a game device according to claim 17,wherein said display altering step further gradually magnifies orreduces the outer frame of the field including said first objectdisplayed on said small screen without changing the overall size of saidsmall screen by gradually changing the display magnification of saidsmall screen.
 20. An image displaying method of a game device accordingto claim 17, wherein said small screen forming step further displayssaid first object and second object as symbols on a course map of agame, and said display altering step further sets the reduced scale ofsaid course map according to the distance between said first object andsecond object.
 21. An information recording medium which stores aprogram to make a computer function as the device according to claim 1.22. An information recording medium which stores a program to make acomputer function as the device according to claim
 8. 23. An informationrecording medium which stores a program to make a computer function asthe device according to claim
 12. 24. An information recording mediumwhich stores a program to make a computer function as the deviceaccording to claim
 13. 25. An information recording medium which storesa program to make a computer function as the device according to claim14.
 26. An information recording medium which stores a program to make acomputer perform the method according to claim 17.